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Matsushima Bay As an Early Holocene Coastal Mega-Landslide, Northeast Japan
Matsushima Bay as an Early Holocene coastal mega-landslide, Northeast Japan Shuichi Hasegawa (Kagawa University, Japan) Timihiro Sawada (Sawa Soft Science, Japan) Ranjan Kumar Dahal (Kagawa University, Japan and Tribhuvan University, Nepal) Atsuko Nonomura (Kagawa University, Japan) Minoru Yamanaka (Kagawa University, Japan) Abstract. Matsushima, a group of island at Matsushima Bay visited both Matsushima and Kisakata. He composed three in Miyagi Prefecture, northeast Japan, is one of the three haiku poems for Kisakata, but he could not express his famous scenic spots of Japan. It is composed of more than excitement in a haiku poem for Matsushima. 200 islands in Matsushima Bay and the islands just out into Matsushima and Matsushima Bay have long been the sea. Topographically Matsushima Bay suddenly breaks considered as a typical submerged coast, but they are inferred the gently concaved coastline from Sendai Bay to Ishinomaki to have been formed by a coastal mega-landslide in middle Bay. Matsushima and Matsushima Bay have been considered Holocene age from geological and topographical inferences. as a typical submerged coast, but they are inferred to have been formed by a coastal mega-landslide in middle Holocene age from geological and topographical evidences. Keywords. Mega-landslide, Holocene, Jomon transgression, Active fault, topography 1. Introduction Mega-landslides due to volcanic activities and earthquakes have caused severe damage to the surrounding areas. Sector collapse of volcanoes is one of the most destructive landslides. Debris avalanche deposits from a sector collapse generally form strange topography punctuated by hundreds of small hills, ridges and closed depressions. The 1792 Mayuyama sector collapse of Unzen volcano in Kyushu, southern Japan, caused debris avalanche which flowed through ancient Shimabara City and entered the sea. -
Retirement Strategy Fund 2060 Description Plan 3S DCP & JRA
Retirement Strategy Fund 2060 June 30, 2020 Note: Numbers may not always add up due to rounding. % Invested For Each Plan Description Plan 3s DCP & JRA ACTIVIA PROPERTIES INC REIT 0.0137% 0.0137% AEON REIT INVESTMENT CORP REIT 0.0195% 0.0195% ALEXANDER + BALDWIN INC REIT 0.0118% 0.0118% ALEXANDRIA REAL ESTATE EQUIT REIT USD.01 0.0585% 0.0585% ALLIANCEBERNSTEIN GOVT STIF SSC FUND 64BA AGIS 587 0.0329% 0.0329% ALLIED PROPERTIES REAL ESTAT REIT 0.0219% 0.0219% AMERICAN CAMPUS COMMUNITIES REIT USD.01 0.0277% 0.0277% AMERICAN HOMES 4 RENT A REIT USD.01 0.0396% 0.0396% AMERICOLD REALTY TRUST REIT USD.01 0.0427% 0.0427% ARMADA HOFFLER PROPERTIES IN REIT USD.01 0.0124% 0.0124% AROUNDTOWN SA COMMON STOCK EUR.01 0.0248% 0.0248% ASSURA PLC REIT GBP.1 0.0319% 0.0319% AUSTRALIAN DOLLAR 0.0061% 0.0061% AZRIELI GROUP LTD COMMON STOCK ILS.1 0.0101% 0.0101% BLUEROCK RESIDENTIAL GROWTH REIT USD.01 0.0102% 0.0102% BOSTON PROPERTIES INC REIT USD.01 0.0580% 0.0580% BRAZILIAN REAL 0.0000% 0.0000% BRIXMOR PROPERTY GROUP INC REIT USD.01 0.0418% 0.0418% CA IMMOBILIEN ANLAGEN AG COMMON STOCK 0.0191% 0.0191% CAMDEN PROPERTY TRUST REIT USD.01 0.0394% 0.0394% CANADIAN DOLLAR 0.0005% 0.0005% CAPITALAND COMMERCIAL TRUST REIT 0.0228% 0.0228% CIFI HOLDINGS GROUP CO LTD COMMON STOCK HKD.1 0.0105% 0.0105% CITY DEVELOPMENTS LTD COMMON STOCK 0.0129% 0.0129% CK ASSET HOLDINGS LTD COMMON STOCK HKD1.0 0.0378% 0.0378% COMFORIA RESIDENTIAL REIT IN REIT 0.0328% 0.0328% COUSINS PROPERTIES INC REIT USD1.0 0.0403% 0.0403% CUBESMART REIT USD.01 0.0359% 0.0359% DAIWA OFFICE INVESTMENT -
Esports – Who Are the Big Players and the Likely
Esports – Who are the big players and the likely winners Millennial driven esports continues to grow rapidly. The number of esports enthusiasts worldwide was estimated to be ~165 million in 2018, and for total global viewers, the forecast is ~453 million in 2019. Esports global revenue is forecast to pass US$1b in 2019 and by 2022 the global eSports market revenue is forecast to reach US$1.79 billion growing at a CAGR of 22.3%. The big players in esports Activision Blizzard Inc. (NASDAQ: ATVI) Activision Blizzard owns the popular Overwatch League as well as World of Warcraft, StarCraft, Diablo, and Hearthstone. In 2018 Activision Blizzard signed a multiyear deal with Walt Disney to broadcast the Overwatch League. As of March 2018, it was the largest game company in the Americas and Europe in terms of revenue and market capitalization. Activision Blizzard has several business units: Activision Publishing, Blizzard Entertainment, King, Major League Gaming,and Activision Blizzard Studios. Alphabet Inc. (NASDAQ: GOOGL) Alphabet (Google) has a new cloud gaming platform called Stadia. It operates games hosted on remote servers and then streams video content to connected devices, including smartphones, tablets, computers and TVs. Other competitors in the streaming space include Amazon (Twitch), Facebook, Twitter, Microsoft, Tencent, and Alibaba. Amazon (NASDAQ: AMZN) Amazon’s Twitch leads the online USA streaming market. Amazon acquired Twitch for nearly $1 billion in 2014. Twitch is only a very small percentage of Amazon’s massive revenue. Electronic Arts Inc. (NASDAQ: EA) Electronic Arts is an American video game company headquartered in California. It is the second-largest gaming company in the Americas and Europe by revenue and market capitalization. -
The 34Th Issue
H F H J News Letter 34 2015 April Habitat for Humanity Japan Newsletter Issue 34 News from the Field Four Years with Tohoku Jimmy Carter Work Project An Interview with Model Arisa Kamada Carter Work Project Miyagi Jimmy Carter Work Project 2015 in Nepal! Each year since 1984, former President Carter and his wife, Rosalynn, give a week of their time to help us improve and build homes. The Jimmy & Rosalynn Carter Work Project helps raise awareness of the critical need for simple, decent and affordable housing. This year, the 32nd annual Jimmy & Rosalynn Carter Work Project will be held in Pokhara, Nepal for 6 days from November 1 to 6. Nepal is located at the Himalayan foot, and is said to be one of the poorest countries in the world. There are many ways to be a part of this exciting event. How can I participate? Traveling hammer – Volunteer – We will Invitation Nepali dinner Let's do a good deed build 100 houses for the dinner for a good cause. with the hammer of with 2,000 volunteers with the Carters. hope which in a week at travels around the Himalayan foot. the Asia After Pacific region! Before Youth Build Asia-Pacific region Youths unite against poverty housing The people who cannot live in decent houses reach 1.6 Habitat mobilized 800,000 volunteers from 11 countries billion worldwide, and it is said that half of them live here and supported 1,700 households. This year, we expanded in the Asia-Pacific region. Habitat Youth BUILD (HYB) is a its scale with 15 countries participating. -
Strategies of the 77 Bank, Ltd Growth Strategy
Strategies of The 77 Bank, Ltd Growth Strategy Best Consulting Bank Human Resource Development In order to become a bank that is truly supported by its customers and to establish a solid management base for the future, we have set the image of the bank we aspire to become as the following, and actively trained specialist resources. Interview 01 “Best Consulting Bank” that responds to customersʼ needs by offering the optimum solutions Striving to solve the issues of quality assurance Corporate Support Department and manpower shortage on the front line of manufacturing. Kei Akama I was assigned to Tohoku Electronics Industry Co., Ltd. with Tohoku Electronics Industry has about 1,000 employees in the headquarters in Ishinomaki City, Miyagi Prefecture for one year entire group, I was forced to be keenly aware of the issue of the under the Local Company Trainee program that started in 2018. shortage of manpower at the manufacturing front line. I believe I was assigned to the Quality Assurance Department, where I that these valuable experiences as a trainee at a local company dealt with automobile manufacturers and interacted with manu- can be utilized in my current work. I am currently working in the facturing sites to ensure the quality of automobile-related parts. Corporate Support Office, providing support mainly to custom- I was interested in the manufacturing industry, including ers in the fishery processing industry in the coastal areas of the automobiles and machinery, and I thought I had acquired some prefecture that are still on the road to recovery from the Great prior knowledge before I was transferred to the company, but I East Japan Earthquake. -
Sega Sammy Holdings Integrated Report 2019
SEGA SAMMY HOLDINGS INTEGRATED REPORT 2019 Challenges & Initiatives Since fiscal year ended March 2018 (fiscal year 2018), the SEGA SAMMY Group has been advancing measures in accordance with the Road to 2020 medium-term management strategy. In fiscal year ended March 2019 (fiscal year 2019), the second year of the strategy, the Group recorded results below initial targets for the second consecutive fiscal year. As for fiscal year ending March 2020 (fiscal year 2020), the strategy’s final fiscal year, we do not expect to reach performance targets, which were an operating income margin of at least 15% and ROA of at least 5%. The aim of INTEGRATED REPORT 2019 is to explain to stakeholders the challenges that emerged while pursuing Road to 2020 and the initiatives we are taking in response. Rapidly and unwaveringly, we will implement initiatives to overcome challenges identified in light of feedback from shareholders, investors, and other stakeholders. INTEGRATED REPORT 2019 1 Introduction Cultural Inheritance Innovative DNA The headquarters of SEGA shortly after its foundation This was the birthplace of milestone innovations. Company credo: “Creation is Life” SEGA A Host of World and Industry Firsts Consistently Innovative In 1960, we brought to market the first made-in-Japan jukebox, SEGA 1000. After entering the home video game console market in the 1980s, The product name was based on an abbreviation of the company’s SEGA remained an innovator. Representative examples of this innova- name at the time: Service Games Japan. Moreover, this is the origin of tiveness include the first domestically produced handheld game the company name “SEGA.” terminal with a color liquid crystal display (LCD) and Dreamcast, which In 1966, the periscope game Periscope became a worldwide hit. -
2.Overview of the SEGA SAMMY Group
2.Overview of the SEGA SAMMY Group The SEGA SAMMY Group consists of SEGA SAMMY HOLDINGS INC., 96 subsidiaries and 17 affiliates. The core business domain of the SEGA SAMMY Group is the comprehensive entertainment business, comprising pachislot and pachinko machines, amusement machine sales, amusement center operations, consumer business and the other business. Refer to the following chart for an overview of Group operations. 《In Japan》 AM machine sales machine AM ●SEGA Logistics Service Co., Ltd. ●DARTSLIVE Co., Ltd. Pachislot and Pachinko 《Overseas》 Sale Customers (DevelopmentCORPORATION SEGA Sale ●Sega Amusements U.S.A., Inc. ●RODEO Co., Ltd. ●Sega Amusements Europe Ltd. (Development・Manufacture・Sale ) SEGA SAMMY HOLDINGS INC.(HOLDING COMPANY) Other : 2 consolidated subusidiary Pachislot ・ 1 non-consolidatd subsidiary Users Sammy CorporationSammy 1 affiliated company using the equity method ●GINZA CORPORATION Sale ●GINZAHANBAI CORPORATION ・ ・ (Development Manufacture Sale ) Pachislot 《In Japan》 Pachinko center operationAM ●OASYS PARK Co., Ltd. Sales Agent Sales Agent ●SEGA Bee LINK Co., Ltd. 《Overseas》 ●Sega Entertainment U.S.A., Inc. Customers Service Management guidanceManagement guidanceManagement ●Sega Amusements Taiwan Ltd. ( Sale Pachinko Parlors ●Sega Korea, Ltd. Development ・ Pachislot Other : 6 consolidated subsidiaries Users Pachinko 2 affiliated companies using the equity method Service ・ Manufacture ●Sammy Rental Services Co., Ltd. (Rental lease and maintenance) ・ Sale 《Overseas》 Manufacture ●Shuko Electronics Co., Ltd. ●Sega of America, Inc. (Development・Manufacture・ ●Sega Europe Ltd. Sale of peripherals) ●The Creative Assembly Ltd. ●Sammy Design Co., Ltd. ・ Other : 16 consolidated subsidiaries (Design of pachinko parlors, etc.) Customers Sale ● Sale 2 non-consolidatd subsidiaries H-I System Corporation Service (Development・Manufacture・ ・ ・ 2 affiliated companies using the equity method Sale Consumer businessConsumer Operation) Facilities Sale of peripherals) 4 affiliated companies non-using the equity method △Japan Setup Service Co., Ltd. -
2.Overview of the SEGA SAMMY Group
2.Overview of the SEGA SAMMY Group The SEGA SAMMY Group consists of SEGA SAMMY HOLDINGS INC., 86 subsidiaries and 16 affiliates. The core business domain of the SEGA SAMMY Group is the comprehensive entertainment business, comprising pachislot and pachinko machines, amusement machine sales, amusement center operations, consumer business and the other business. Refer to the following chart for an overview of Group operations. 《In Japan》 AM machine sales ●SEGA Logistics Service Co., Ltd. ● DARTSLIVE Co., Ltd. Pachislot and Pachinko 《Overseas》 Sale Customers SEGA CORPORATION (Development CORPORATION SEGA Sale ●Sega Amusements U.S.A., Inc. ●RODEO Co., Ltd. ●Sega Amusements Europe Ltd. (Development・Manufacture・Sale ) SEGA SAMMY HOLDINGS INC.(HOLDINGCOMPANY) Pachislot Other : 2 consolidated subusidiary ・ 1 non-consolidatd subsidiary Users Sammy Corporation 1 affiliated company using the equity method ●GINZA CORPORATION Sale ●GINZAHANBAI CORPORATION ●TAIYO ELEC Co.,Ltd. Pachislot (Development・Manufacture・Sale ) 《In Japan》 Pachinko operation AM center ●OASYS PARK Co., Ltd. ●SEGA Bee LINK Co., Ltd. Sales Agent Sales Agent 《Overseas》 ●Sega Entertainment U.S.A., Inc. Customers Service Management guidance Management guidance ●Sega Amusements Taiwan Ltd. ( Sale ●Sega Korea Ltd. Development ・ Pachinko Parlors Other : 5 consolidated subsidiaries Users Pachislot 2 affiliated companies using the equity method Pachinko Service ・ Manufacture ・ Sale 《Overseas》 Manufacture ●Sammy Rental Services Co., Ltd. ●Sega of America, Inc. (Lease and maintenance) ●Sega Europe Ltd. ●Sammy Systems Co., Ltd. (Development・Manufacture・ ●The Creative Assembly Ltd. Sale of peripherals) ・ Other : 18 consolidated subsidiaries Customers Sale ●Sammy Design Co., Ltd. Sale 2 non-consolidatd subsidiaries (Planning, design, construction of) Service ・ ・ 2 affiliated companies using the equity method pachinko parlors.) Sale Consumer business Facilities Operation) △Japan Setup Service Co., Ltd. -
Response to the Great East Japan Earthquake in the Three Years from March 2011
Response to the Great East Japan Earthquake in the Three Years from March 2011 JICA has continued related supportive activities during Yolanda in the Philippines), which struck the middle part of the three years from the right after the earthquake of the Philippines on November 8 and 9, 2013, JICA provided March 11, 2011, to the present. In the beginning, the main information on the study of reconstruction processes from activity was direct support, including shelter for evacuees, large-scale disasters, and officials from Higashimatsushima dispatch of JICA staff and former volunteers, coordination of City, Miyagi Prefecture, visited the damage area and gave international organizations from overseas, and cooperation advice based on the experiences of the Great East Japan with NGOs, which played a central part in people’s support Earthquake. to the damage area. At the present time JICA engages JICA uses Japan’s experience of recovery and recon- in information-sharing and submission, compilation of struction from large-scale disasters, including the Great lessons learned from reconstruction efforts, and support to East Japan Earthquake, for international cooperation to international conferences. developing countries. Regarding the damage by Typhoon Haiyan (called (1) Accommodation of people unable to return home, shelter for evacuees, provision of disaster 1. prevention supplies and storage space, and donation of money collected Tohoku Earthquake (2) Dispatch of JICA staff to NGOs, municipalities, and universities, offering of office space -
Assessment of Tsunami Flood Situation from the Great East Japan Earthquake 55
Assessment of Tsunami Flood Situation from the Great East Japan Earthquake 55 Assessment of Tsunami Flood Situation from the Great East Japan Earthquake Hidetoshi NAKAJIMA and Mamoru KOARAI Abstract The massive tsunami from the 2011 off the Pacific Coast of Tohoku Earthquake (hereinafter referred to as the “Tohoku Pacific Coast Earthquake”) that occurred on March 11, 2011, caused devastating damages along the Pacific Coast. The GSI immediately formed an emergency team and started investigating to uncover the situation of tsunami damage. We emphasized on promptness in the beginning of the survey, created the "Tsunami flood area overview map" with a purpose of improving the accuracy in our best effort over time, and kept on distributing the maps to the municipalities of the affected areas, the national disaster response headquarters etc, while also releasing this information on the GSI website. In addition to calculating the areas of inundation by the municipalities and by land use, an attempt was made to analyze the distance and elevation reached by tsunami in coastal Miyagi Prefecture. Furthermore, elevation was measured precisely by aerial laser survey mainly on areas where ground subsidence occurred due to the earthquake, and high precision elevation data and the digital elevation topographic map have been prepared/provided. 1. Creating an inundation area overview map There are two types of error cause which are 1.1 Method of creation "interpretation error" and "error in transferring onto Immediately after the tsunami disasters triggered by topographic map". Since single (aerial) photographs are the Tohoku Pacific Coast Earthquake on March 11th, the used for the interpretation, difference in landform GSI decided to create an "Tsunami flood area overview interpretation skills has little effect on the former, whereas map" to find out the situation of tsunami damage, and landform interpretation skills would be required to minimize created a damage overview map and also discussed about the latter. -
Sega Sammy Holdings Integrated Report 2019
SEGA SAMMY HOLDINGS INTEGRATED REPORT 2019 Challenges & Initiatives Since fiscal year ended March 2018 (fiscal year 2018), the SEGA SAMMY Group has been advancing measures in accordance with the Road to 2020 medium-term management strategy. In fiscal year ended March 2019 (fiscal year 2019), the second year of the strategy, the Group recorded results below initial targets for the second consecutive fiscal year. As for fiscal year ending March 2020 (fiscal year 2020), the strategy’s final fiscal year, we do not expect to reach performance targets, which were an operating income margin of at least 15% and ROA of at least 5%. The aim of INTEGRATED REPORT 2019 is to explain to stakeholders the challenges that emerged while pursuing Road to 2020 and the initiatives we are taking in response. Rapidly and unwaveringly, we will implement initiatives to overcome challenges identified in light of feedback from shareholders, investors, and other stakeholders. INTEGRATED REPORT 2019 1 Introduction Cultural Inheritance Innovative DNA The headquarters of SEGA shortly after its foundation This was the birthplace of milestone innovations. Company credo: “Creation is Life” SEGA A Host of World and Industry Firsts Consistently Innovative In 1960, we brought to market the first made-in-Japan jukebox, SEGA 1000. After entering the home video game console market in the 1980s, The product name was based on an abbreviation of the company’s SEGA remained an innovator. Representative examples of this innova- name at the time: Service Games Japan. Moreover, this is the origin of tiveness include the first domestically produced handheld game the company name “SEGA.” terminal with a color liquid crystal display (LCD) and Dreamcast, which In 1966, the periscope game Periscope became a worldwide hit. -
Sega Sammy Holdings Inc
Feature Article: Start of the New SEGA Group Start of the New SEGA Group In accordance with the Group structure reform, the new SEGA Group was launched in April 2015. Through Continuing to Create Moving Experiences for our customers and the construction of new business models, the new the the SEGA Group will transform into a “Game Changer” that redefines games, industries, and lifestyles in the world, and realize Group Value sustainable growth in the earnings of theBE Group. A GAMECreation is Life On April 1, 2015, upon the launch of the new SEGA Group, the SEGA Group formu- lated a Group Value we must cherish, a Mission we must accomplish, and a Vision that the SEGA Group should strive for. The SEGA Group was once a group that had a significant impact on lifestyles of CHANGERMission Vision people around the world. Each and every employee of the SEGA Group shall once Continuing to again become a Game Changer, or a revolutionary who creates products that would Be a Game move people’s hearts, and provide all kinds of entertainment. Create Moving Changer. To mark this occasion, we have presented the resolution of the SEGA Group in a Experiences video and published it on our website. Please watch it when you have the chance. http://mission-vtr.sega.jp/ Digital Game Area In the digital game area, we are rapidly heightening our market presence, through the Growth expected in our core business, the digital game area! combination of the SEGA Group’s abundant development resources and group of experts on business model construction.